You see, drumrolls and spinners can be ignored in the original game aswell, although the changes to those objects are mostly reasonable.
Loctav wrote:the old system is all about having majority of taiko's mechanics be optional, whereas they have been mapped with intention in most parts. people skin away finisher objects to normal objects, trivializing them, spinners can be ignored, sliders can be ignored. the only thing I sort of can see not necessarily need to change is HP, but HP was always sort of silly in taiko - and is a bit overtuned right now (no idea if the hotfix for this has been pushed yet)
However, the planned change to finisher notes is just a poor decision. Even if you hit the finisher note with one key instead of two, you essentially still hit it. Gaining less score from that is a completely fair and reasonable punishment, punishing that with a miss is taking things a bit too far. As frukoyurdakul said, hitting finisher notes at the end of a 1/4 stream or pattern will be just a pain to hit. Don't even start with justifying it with jacks in mania. Taiko isn't mania. Comparing those two modes with eachother is bound to be stupid.
It's understandable you want osu!taiko to be a more unique game, but at this point you are taking the original game's mechanics and throw in a unnecessary and tedious twist for the sake of being different.
Edit: Also agreeing with Nofool about the loved section. Why adding it if you plan on ruining it 3 months later?